4 * ***** BEGIN GPL LICENSE BLOCK *****
6 * This program is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software Foundation,
18 * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 * The Original Code is Copyright (C) 2006 Blender Foundation.
21 * All rights reserved.
23 * The Original Code is: all of this file.
25 * Contributor(s): none yet.
27 * ***** END GPL LICENSE BLOCK *****
33 #include "DNA_listBase.h"
34 #include "DNA_vec_types.h"
35 #include "BKE_utildefines.h"
43 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
44 /* this include is what is exposed of render to outside world */
45 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
50 /* only used as handle */
51 typedef struct Render Render;
53 /* Render Result usage:
55 - render engine allocates/frees and delivers raw floating point rects
56 - right now it's full rects, but might become tiles or file
57 - the display client has to allocate display rects, sort out what to display,
58 and how it's converted
61 typedef struct RenderPass {
62 struct RenderPass *next, *prev;
63 int passtype, channels;
64 char name[16]; /* amount defined in openexr_multi.h */
65 char chan_id[8]; /* amount defined in openexr_multi.h */
70 /* a renderlayer is a full image, but with all passes and samples */
71 /* size of the rects is defined in RenderResult */
72 /* after render, the Combined pass is in rectf, for renderlayers read from files it is a real pass */
73 typedef struct RenderLayer {
74 struct RenderLayer *next, *prev;
76 /* copy of RenderData */
77 char name[RE_MAXNAME];
78 unsigned int lay, lay_zmask;
79 int layflag, passflag, pass_xor;
81 struct Material *mat_override;
82 struct Group *light_override;
84 float *rectf; /* 4 float, standard rgba buffer (read not above!) */
85 float *acolrect; /* 4 float, optional transparent buffer, needs storage for display updates */
86 float *scolrect; /* 4 float, optional strand buffer, needs storage for display updates */
93 typedef struct RenderResult {
94 struct RenderResult *next, *prev;
96 /* target image size */
98 short crop, sample_nr;
100 /* optional, 32 bits version of picture, used for ogl render and image curves */
102 /* if this exists, a copy of one of layers, or result of composited layers */
104 /* if this exists, a copy of one of layers, or result of composited layers */
107 /* coordinates within final image (after cropping) */
109 /* offset to apply to get a border render in full image */
112 /* the main buffers */
115 /* allowing live updates: */
116 volatile rcti renrect;
117 volatile RenderLayer *renlay;
119 /* optional saved endresult on disk */
122 /* for render results in Image, verify validity for sequences */
128 typedef struct RenderStats {
130 int totface, totvert, totstrand, tothalo, totlamp, totpart;
131 short curfield, curblur, curpart, partsdone, convertdone;
132 double starttime, lastframetime;
133 char *infostr, scenename[32];
137 /* *********************** API ******************** */
139 /* the name is used as identifier, so elsewhere in blender the result can retrieved */
140 /* calling a new render with same name, frees automatic existing render */
141 struct Render *RE_NewRender (const char *name);
142 struct Render *RE_GetRender(const char *name);
144 /* returns 1 while render is working (or renders called from within render) */
145 int RE_RenderInProgress(struct Render *re);
147 /* use free render as signal to do everything over (previews) */
148 void RE_FreeRender (struct Render *re);
149 /* only called on exit */
150 void RE_FreeAllRender (void);
152 /* get results and statistics */
153 void RE_FreeRenderResult(struct RenderResult *rr);
154 struct RenderResult *RE_GetResult(struct Render *re);
155 void RE_GetResultImage(struct Render *re, struct RenderResult *rr);
156 struct RenderStats *RE_GetStats(struct Render *re);
157 void RE_ResultGet32(struct Render *re, unsigned int *rect);
158 struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name);
159 float *RE_RenderLayerGetPass(struct RenderLayer *rl, int passtype);
161 /* obligatory initialize call, disprect is optional */
162 void RE_InitState (struct Render *re, struct Render *source, struct RenderData *rd, int winx, int winy, rcti *disprect);
164 /* use this to change disprect of active render */
165 void RE_SetDispRect (struct Render *re, rcti *disprect);
167 /* set up the viewplane/perspective matrix, three choices */
168 void RE_SetCamera(struct Render *re, struct Object *camera);
169 void RE_SetWindow (struct Render *re, rctf *viewplane, float clipsta, float clipend);
170 void RE_SetOrtho (struct Render *re, rctf *viewplane, float clipsta, float clipend);
171 void RE_SetPixelSize(struct Render *re, float pixsize);
173 /* option to set viewmatrix before making dbase */
174 void RE_SetView (struct Render *re, float mat[][4]);
176 /* make or free the dbase */
177 void RE_Database_FromScene(struct Render *re, struct Scene *scene, int use_camera_view);
178 void RE_Database_Free (struct Render *re);
180 /* project dbase again, when viewplane/perspective changed */
181 void RE_DataBase_ApplyWindow(struct Render *re);
183 /* override the scene setting for amount threads, commandline */
184 void RE_set_max_threads(int threads);
186 /* set the render threads based on the commandline and autothreads setting */
187 void RE_init_threadcount(Render *re);
189 /* the main processor, assumes all was set OK! */
190 void RE_TileProcessor(struct Render *re, int firsttile, int threaded);
192 /* only RE_NewRender() needed, main Blender render calls */
193 void RE_BlenderFrame(struct Render *re, struct Scene *scene, int frame);
194 void RE_BlenderAnim(struct Render *re, struct Scene *scene, int sfra, int efra, int tfra);
196 void RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);
197 void RE_WriteRenderResult(RenderResult *rr, char *filename, int compress);
198 struct RenderResult *RE_MultilayerConvert(void *exrhandle, int rectx, int recty);
200 /* do a full sample buffer compo */
201 void RE_MergeFullSample(struct Render *re, struct Scene *sce, struct bNodeTree *ntree);
203 /* ancient stars function... go away! */
204 void RE_make_stars(struct Render *re, struct Scene *scenev3d, void (*initfunc)(void),
205 void (*vertexfunc)(float*), void (*termfunc)(void));
207 /* display and event callbacks */
208 void RE_display_init_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr));
209 void RE_display_clear_cb(struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr));
210 void RE_display_draw_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr, volatile struct rcti *rect));
211 void RE_stats_draw_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderStats *rs));
212 void RE_timecursor_cb (struct Render *re, void *handle, void (*f)(void *handle, int));
213 void RE_test_break_cb (struct Render *re, void *handle, int (*f)(void *handle));
214 void RE_error_cb (struct Render *re, void *handle, void (*f)(void *handle, char *str));
216 /* should move to kernel once... still unsure on how/where */
217 float RE_filter_value(int type, float x);
218 /* vector blur zbuffer method */
219 void RE_zbuf_accumulate_vecblur(struct NodeBlurData *nbd, int xsize, int ysize, float *newrect, float *imgrect, float *vecbufrect, float *zbufrect);
221 /* shaded view or baking options */
222 #define RE_BAKE_LIGHT 0
223 #define RE_BAKE_ALL 1
225 #define RE_BAKE_NORMALS 3
226 #define RE_BAKE_TEXTURE 4
227 #define RE_BAKE_DISPLACEMENT 5
228 #define RE_BAKE_SHADOW 6
230 void RE_Database_Baking(struct Render *re, struct Scene *scene, int type, struct Object *actob);
232 void RE_DataBase_GetView(struct Render *re, float mat[][4]);
233 void RE_GetCameraWindow(struct Render *re, struct Object *camera, int frame, float mat[][4]);
234 struct Scene *RE_GetScene(struct Render *re);
236 #endif /* RE_PIPELINE_H */